Gaming machine, method and program product with simulated wheel spin

ABSTRACT

A gaming machine, gaming method, and program product are provided to simulate a wheel spin interaction. A simulated wheel object is provided with physical simulation of movement interactions both with a player and with a simulated flapper object through simulated dividers present on the wheel. Player interaction is simulated to allow wheel pull back and spin activation. Flapper interaction is simulated to provide realistic interaction of the wheel and flapper with displacement by the dividers in both directions. The wheel may also be decelerated and nudged by the dividers.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation of U.S. patent application Ser. No.16/059,937, filed Aug. 9, 2018, and titled “Gaming Machine, Method, andProgram Product with Simulated Wheel Spin”. The entire contents of thisparent applications are hereby incorporated by reference.

TECHNICAL FIELD OF THE INVENTION

The invention relates to multimedia displays for wagering games andtouch interaction technology for such games.

BACKGROUND OF THE INVENTION

Various slot machine games are known that provide wagering games in avariety of ways. Some existing games include a wheel spin game round,typically part of a bonus round or a progressive prize bonus round, inwhich a player activates a spin of a wheel which selects a segmentcorresponding to a prize.

Typically such wheel spin rounds are presented as animations without asignificant player interaction with the wheel. Such animations typicallydo not include a developed simulation of the physical, mechanicalaspects of a wheel spinning and stopping. They also typically lack afurther simulation of the mechanical pins that might be present alongthe outer edge of the wheel in a similar mechanical wheel spin game.Further, existing systems lack any realistic interaction between thewheel and a flapper object interacting with the wheel during a spin.

What is needed are better ways to simulate player interaction with awheel spin game, and to simulate the mechanics of a wheel spin in orderto increase player excitement and enjoyment of slot machine games.

SUMMARY OF THE INVENTION

A gaming machine, gaming method, and program product are provided tosimulate a wheel spin interaction. A simulated wheel object is providedwith physical simulation of movement interactions both with a player andwith a simulated flapper object through simulated dividers present onthe wheel. Player interaction is simulated to allow wheel pull back andspin activation. Flapper interaction is simulated to provide realisticinteraction of the wheel and flapper with displacement by the dividersin both directions. The wheel may also be decelerated and nudged by thedividers.

According to a first embodiment, a gaming machine is provided forconducting a wagering game. The machine includes a display, an audiodevice, a wager input device, and at least one electronic controlleroperatively coupled to the wager input device, the audio device, one ormore electronic displays associated with the gaming cabinet, at leastone of the displays having a touchscreen interface. The at least oneelectronic controller is configured to execute instructions related tothe wagering game and to cause cash value credits to be awarded to aplayer in response to wagering wins. The machine is run by softwareprogramming stored in a tangible, non-transitory electronicallyaccessible memory coupled to the at least one electronic controller. Thesoftware includes program code executable by the at least one electroniccontroller to execute a wheel spin game round including responding toplayer input and simulating a physical wheel with associatedinteractions. The simulation includes displaying a simulated wheelobject (wheel) on one of the electronic displays, the wheel includingmultiple segments separated radially, and simulated pin objectsseparating the segments along the edge of the wheel and having a definedsize. The simulation displays a simulated flapper object along an edgeof the wheel, the simulated flapper object having a first end outside ofthe wheel radius and a second extending, in a rest position, radiallyinside the wheel radius at least to the radial location of the simulatedpin objects, and an axis of rotation disposed toward the first end. Thesimulation includes receiving a player touch input through thetouchscreen interface to move the wheel and activate a wheel spin andallowing the player touch input, while engaged, to move the wheel in adefault wheel spin direction or to pull back the wheel opposite to thedefault wheel spinning direction. The simulation also includessimulating physical interaction of the simulated flapper object and thesimulated pin objects by, (a) if the wheel is moving in the defaultwheel spin direction, rotationally displacing the simulated flapperobject in the default wheel spin direction to allow the simulated pinobject to pass and (b) if the wheel is moving opposite to the defaultwheel spin direction, rotationally displacing the simulated flapperobject opposite to the default wheel spin direction to allow the pin topass.

According to some embodiments, the program code is further executablefor, when the wheel spin is activated, simulating a wheel spin in thedefault wheel spin direction and then simulating a spin deceleration anda wheel stop. While simulating the wheel spin, it further simulatesphysical interaction of the simulated flapper object and the simulatedpin objects including an additional wheel deceleration when thesimulated flapper object is displaced by a passing simulated pin object.If a simulated velocity of the wheel when beginning the simulatedphysical interaction is less than the additional wheel deceleration,simulating a nudge of the wheel opposite the default wheel spindirection. Simulating the nudge of the wheel may include calculating awheel movement based on a flapper rotation variable, a nudge velocityvariable, and a nudge deceleration variable.

Another embodiment is a method for providing player interaction on agaming machine. The method includes, under control of an electronicprocessor in a gaming machine, displaying a simulated wheel object(wheel) on an electronic display, the wheel including multiple segmentsseparated radially, and simulated pin objects separating the segmentsalong the edge of the wheel and having a defined size. The methoddisplays a simulated flapper object along an edge of the wheel, thesimulated flapper object having a first end outside of the wheel radiusand a second extending, in a rest position, radially inside the wheelradius at least to the radial location of the simulated pin objects, andan axis of rotation disposed toward the first end. The method receives aplayer touch input through a touchscreen interface of the electronicdisplay to move the wheel and activate a wheel spin, and allows theplayer touch input, while engaged, to move the wheel in a default wheelspin direction or to pull back the wheel opposite to the default wheelspinning direction. The method also includes simulating physicalinteraction of the simulated flapper object and the simulated pinobjects by, (a) if the wheel is moving in the default wheel spindirection, rotationally displacing the simulated flapper object in thedefault wheel spin direction to allow the simulated pin object to passand (b) if the wheel is moving opposite to the default wheel spindirection, rotationally displacing the simulated flapper object oppositeto the default wheel spin direction to allow the pin to pass.

Some embodiments of the method include, when the wheel spin isactivated, simulating a wheel spin in the default wheel spin directionand then simulating a spin deceleration and a wheel stop, and whilesimulating the wheel spin, further simulating physical interaction ofthe simulated flapper object and the simulated pin objects including anadditional wheel deceleration when the simulated flapper object isdisplaced by a passing simulated pin object. If a simulated velocity ofthe wheel when beginning the simulated physical interaction is less thanthe additional wheel deceleration, the method simulates a nudge of thewheel opposite the default wheel spin direction. In some embodiments,the nudge of the wheel includes calculating a wheel movement based on aflapper rotation variable, a nudge velocity variable, and a nudgedeceleration variable. In some embodiments, the method includes trackingstates of the wheel including a pulling back state in which the playeris pulling back the wheel, a spinning up state in which the wheel isaccelerating to begin a wheel spin, a spinning state, and a stoppingstate in which the nudge may be applied. In some embodiments the methodincludes activating the wheel spin upon disengagement of the playertouch input by removing the touch input or moving the touch input out ofa designated area, and in response to the player pulling back the wheelbefore the touch disengagement to determine an initial velocity of thewheel spin based on a rotational distance that the wheel is pulled back.The electronic display may be a group display associated with the gamingmachine and one or more additional gaming machines in a group, and inthe gaming machine is operable to conduct the wheel spin and playertouch interaction. Rotationally displacing the simulated flapper objectopposite to the default wheel spin direction to allow the pin to passmay further include tracking a rotational angle of the flapper object,tracking a moving position of the simulated pin object, and calculatinga rotational displacement based on the thickness of the simulated pinobject. Rotationally displacing the simulated flapper object opposite tothe default wheel spin direction to allow the pin to pass may furtherinclude producing a simulated return to a stationary position of thesimulated flapper object following the displacement.

Another embodiment is program code stored on a tangible, non-transitorycomputer readable medium. The program code contains instructionsexecutable by at least one electronic controller for executing the stepsof the method in the various versions described herein.

Another embodiment of the invention is a gaming system that includes oneor more gaming servers, and a group of electronic gaming machinesconnected to the servers by a network, programmed as set forth above.The various functionality described herein may be distributed betweenthe electronic gaming machines and the gaming servers in any practicallyfunctional way. For example, the current preferred architecture is forthe servers to determine all aspects of game logic, random numbergeneration, and prize awards. The gaming machines provide functionalityof interfacing with the player and animating the game results receivedfrom the server in an entertaining manner. However, other embodimentsmight use a thin client architecture in which the simulation is alsoconducted by the server, and electronic gaming machines serve merely asa terminal to receive button or touch screen input from the player andto display graphics received from the server.

These and other advantages and features of the invention will beapparent from the following description of the preferred embodiments,considered along with the accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a screen display diagram showing the primary display andsecondary (top) display to illustrate an example slot machine displayarrangement.

FIG. 2 is a flowchart of a process conducted with the gaming machineaccording an example embodiment.

FIG. 3 is a graphics diagram showing direction of touch input movementand flapper simulation.

FIG. 4 is another graphics diagram showing direction of touch inputmovement and flapper simulation.

FIGS. 5A and 5B are a sequence of graphics diagrams showing directionand position of simulated objects during a simulated nudge of a pin andflapper.

FIG. 6 is a software object block diagram for those objects involved inthe wheel spin according to an example embodiment.

FIG. 7 is a front perspective view of a gaming machine which may be usedin a gaming system embodying the principles of the present invention.

FIG. 8 is a block diagram showing various electronic components of thegaming machine shown in FIG. 7 together with additional gaming systemcomponents.

FIG. 9 is a system block diagram of a gaming system according to oneembodiment of the present invention.

FIG. 10 is a system block diagram of a gaming system according toanother embodiment.

DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS

FIG. 1 shows a diagram of a wheel spin touchscreen interface 150according to an example embodiment. The interface may appear on a gamingmachine main display, a secondary display, or a group display associatedwith a group of gaming machines. Depicted is a simulated wheel object(wheel) 10, visually divided into multiple segments 11. The segments 11are separated along the outer radius of the wheel 10 by simulated pinobjects 12, which simulate pins rising from a physical wheel, forexample like those on popular television shows where wheels are spun towin prizes. Toward the top is a simulated flapper object 15, whichextends from outside the area of wheel 10 to radially inside the outeredge of the wheel 10 at least two the radio location of simulated pinobjects 12, and preferably a little further. Simulated flapper object 15is simulated to rotationally displace about an axis of rotation 16.

FIG. 2 shows a block diagram of a software process for operating thewheel 10 in a wheel spin game round according to an example embodiment.The process begins at block 222, which may be entered in a variety ofways such as, by triggering a bonus round of a base wagering game, bytriggering a bonus feature in a bonus game of a wagering game, through adirect wager on a wheel spin, or other suitable triggering mechanismsknown in the industry. At block 224, the process includes displaying thewheel 10 on one of the electronic displays, the wheel including multiplesegments 11 separated radially, and simulated pin objects 12 separatingthe segments along the edge of the wheel and having a defined size. Theprocess also includes displaying a simulated flapper object 15 along anedge of the wheel, the simulated flapper object having a first endoutside of the wheel radius and a second extending, in a rest position,radially inside the wheel radius at least to the radial location of thesimulated pin objects, and an axis of rotation 16 disposed toward thefirst end. Next, at block 226, the process includes receiving a playertouch input through the touchscreen interface to move the wheel andactivate a wheel spin. While the touch input is still engaged at block228, the process includes allowing the player touch input to move thewheel in a default wheel spin direction or to pull back the wheelopposite to the default wheel spinning direction. This allows a morerealistic interaction with the simulated wheel object 10 than games inwhich a button activates a wheel spin, or the wheel can only be movedforward in the default wheel spin direction, which is typicallyclockwise according to standard conventions. Next at block 230, theprocess includes simulating interaction of the simulated flapper object15 and the simulated pin objects 12. As shown at block 232, thesimulation includes, if the wheel is moving in the default wheel spindirection, rotationally displacing the simulated flapper object in thedefault wheel spin direction to allow the simulated pin object to pass.Such a simulated interaction is depicted in FIG. 3, in which the arrowdepicts the direction of motion received from the player touch input. Asdepicted, a simulated pin object 12 is interacting with the simulatedflapper object 15 to rotationally displace the flapper object 15 in thedefault spin direction, the direction of motion of the simulated pinobject 12. During the player touch interaction, if the wheel is movingopposite to the default wheel spin direction, or is pulled back in thecounterclockwise direction as indicated at block 234, the processincludes rotationally displacing the simulated flapper object oppositeto the default wheel spin direction to allow the pin to pass as shown atblock 234. This interaction is depicted in FIG. 4, in which the arrowshows a counterclockwise motion input being received through the playertouchscreen interface. As can be seen, a simulated pin object 12 isshown interacting with the simulated flapper object 15 to displace itrotationally around its axis of rotation 16 to simulate the physicalinteraction of the pin object 12 pushing past the flapper object 15 asthe wheel turns.

Next, at block 236, the process includes detecting the player touchdisengagement indicating the player is done with their desired spinningmotion to spin the wheel 10. Such disengagement may occur if the playertouch input moves too far away from the simulated wheel object 10 on thetouchscreen display, if the player rotates the wheel counterclockwiseand then lifts their touch input, or if the player moves their touchinput in a forward spin motion and releases it to indicate a forwardspin. In response to the player pulling back the wheel before the touchdisengagement, the process at block 238 determines an initial velocityof the wheel spin based on a rotational distance that the wheel ispulled back. For forward spin motions included in the player touchinput, which are allowed in some versions, the velocity may be takendirectly from the player's touch input motion velocity, or a scaledversion of the same to ensure a certain minimum wheel spin velocity isachieved. In such case, the initial spin velocity of the wheel isdetermined by the process at block 238.

Next, at block 240, the process continues to simulate the wheel spin bydisplacing the simulated flapper object in the default spin directionaround the simulated pin objects as they spin past on the wheel 10. Suchdisplacement is shown in a process block in order, yet in reality itoccurs as a constant process while the wheel is spinning. At block 240,the process may simulate a wheel spin at the initial velocity for acertain time before beginning deceleration of the wheel spin, or mayimmediately begin deceleration after the spin achieves the initialvelocity. It should be noted that at block 238 a spin up time period maybe simulated in which the wheel accelerates to reach the initial spinvelocity. At block 242, the process begins to simulate the spindeceleration. Preferably this includes a constant deceleration, whichmay simulate frictional forces that would slow the wheel spin at aconstant rate, and an additional deceleration caused by the simulatedinteraction of the simulated flapper object 15 as it is displaced by thesimulated pin objects 12. As the process continues simulating the wheelspin deceleration, it continues until the wheel spin velocity goes tozero, as shown at decision block 244, or is determined to be less thanzero at decision block 248, which may result when a simulatedinteraction with the simulated flapper object 15 is able to stop thewheel and impart a backward nudge motion. If the velocity in thesimulation is determined to go under zero, the process goes to processblock 250 where it simulates a slight backward knowledge of the wheel 10and then a stop of the wheel 10. This process preferably uses a smallfixed amount of deceleration associated with the displacement ofsimulated flapper object 15 by a simulated pin object 12. The depictedblocks 244, 248, and 250 provide two different ways to end the simulatedwheel spin in a realistic manner. The first with the velocity of thewheel slowing 20 while the simulated flapper object 15 is within asegment 11 of the wheel 10, and the second allowing the wheel to stopwith the simulated flapper object 15 touching a simulated pin object 12,which interaction may nudge the wheel 10. The nudge process is depictedin the sequence of FIG. 5A and FIG. 5B. As shown in FIG. 5, the arrowdepicts the motion of the wheel 10 as the wheel 10 velocity falls 20 andpast zero, thereby imparting a nudge motion to the wheel in which aslight backward movement is simulated as the simulated flapper object 15is displaced by the simulated pin object 12 with a simulated resistanceforce which nudges the wheel 10 to a stop and slightly backwards. Thewheel 10 then comes to rest with the wheel in flapper object in aposition similar to that shown in FIG. 6, with the simulated flapperobject 15 resting against a simulated pin object 12. In theseconditions, depending on the exact velocity of the wheel 10 as the finalinteraction of the spin is simulated, the simulated flapper object 15may come to rest pointing straight down or at a slightly displacedangle. As is typical with wheel spin games, the simulated flapper object15 points to a segment 11 when the wheel 10 stops to indicate thatsegment 11 is selected by the wheel spin in the evaluation at block 246of FIG. 2.

Simulating the nudge of wheel 10 may includes calculating a wheelmovement based on a flapper rotation variable, a nudge velocityvariable, and a nudge deceleration variable under control of thesimulated wheel program code. Such variables are shown in FIG. 6, whichis a software object block diagram for those objects involved in thewheel spin. The nudge deceleration variable is shown associated with thesimulated flapper object 15, simulating its mechanical stiffness andresistance to displacement while simulated pin object 12 moves past thesimulated flapper object 15 during the spin. The process may also trackstates of the wheel including a pulling back state in which the playeris pulling back the wheel, a spinning up state in which the wheel isaccelerating to begin a wheel spin, a spinning state, and a stoppingstate in which the nudge may be applied. Further, the process mayinclude activating the wheel spin upon disengagement of the player touchinput by removing the touch input or moving the touch input out of adesignated area, and in response to the player pulling back wheel 10before the touch disengagement to determine an initial velocity of thewheel spin based on a rotational distance that the wheel is pulled back.All these process steps are typically performed by executing programcode in game program code 204 (FIG. 8) on the gaming machine. However,this is not limiting and any particular process steps may be performedby executing program code on another machine in the gaming network (forexample, the network of FIG. 9 or FIG. 10), such as a game serverinteracting with a thin client version of the gaming machine, or adedicated wheel spin gaming server.

Further, while the game wheel executable program code instructions andrelated methods described herein are preferably executed by a Class IIIgaming machine, it should be understood that this is only one exampleembodiment, and other versions may divide the processing tasks of thegame method in a different manner. For example, some systems may employa thin client architecture in which practically all of the processingtasks are performed at the game server, and only display information forthe player interface transmitted to the electronic gaming machine. Insuch an embodiment, only the steps involving player input or display areperformed by the electronic gaming machine, with the remaining stepsperformed by one of the game servers in the system. In such a case,though, the software architecture is preferably designed as a thinclient in which a dedicated virtual machine running on the game server(or a virtual machine server connected in the gaming network) performsthe tasks designated in the present drawing as occurring “at the gamingmachine.” In the depicted method, the method is performed by therespective computer hardware operating under control of computer programcode. While central processor arrangements may vary (for example awardcontrollers may be integrated on the same machine with a gaming server,or may be a separate server connected on a secure network), theparticular central determinant architecture is not limiting and will bereferred to generally in this drawing as the game server. The divisionof game logic steps between gaming machines and servers is known in theart and may be accomplished according to suitable methods allowed forthe relevant gaming jurisdictions.

FIG. 7 shows a gaming machine 100 that may be used to implement anautomated multimedia gaming presentation according to the presentinvention. The block diagram of FIG. 8 shows further details of gamingmachine 100. Referring to FIG. 7, gaming machine 100 includes a cabinet101 having a front side generally shown at reference numeral 102. Aprimary video display device 104 is mounted in a central portion of thefront surface 102, with a ledge 106 positioned below the primary videodisplay device and projecting forwardly from the plane of the primaryvideo display device. In addition to primary video display device 104,the illustrated gaming machine 100 includes a secondary video displaydevice 107 positioned above the primary video display device. Gamingmachine 100 also includes two additional smaller auxiliary displaydevices, an upper auxiliary display device 108 and a lower auxiliarydisplay device 109. Either of displays 104 or 107 may include atouchscreen interface, and be employed to provide the wheel spininterface described herein. Or, an associated group display such as thatof FIG. 9 may provide the wheel spin interface. It should also be notedthat each display device referenced herein may include any suitabledisplay device including a cathode ray tube, liquid crystal display,plasma display, LED display, or any other type of display devicecurrently known or that may be developed in the future.

In preferred versions, the gaming machine 100 illustrated in FIG. 7 alsoincludes a number of mechanical control buttons 110 mounted on ledge106. These control buttons 110 may allow a player to select a bet level,select pay lines, select a type of game or game feature, and actuallystart a play in a primary game. Other forms of gaming machines accordingto the invention may include switches, joysticks, or other mechanicalinput devices, and/or virtual buttons and other controls implemented ona suitable touch screen video display. For example, primary videodisplay device 104 in gaming machine 100 provides a convenient displaydevice for implementing touch screen controls.

It will be appreciated that gaming machines may also include a number ofother player interface devices in addition to devices that areconsidered player controls for use in playing a particular game. Gamingmachine 100 also includes a currency/voucher acceptor having an inputramp 112, a player card reader having a player card input 114, and avoucher/receipt printer having a voucher/receipt output 115. Audiospeakers 116 generate an audio output to enhance the player's playingexperience. Decorative lights 119 are placed, in this version, along thetop of the machine and beside secondary display 107, but may also be inother suitable locations such a topper light on the top surface, alongthe machine's belly (the front panel under the ledge 106) or behindtranslucent portions of the machine belly glass, around primary display104, or on the cabinet sides as well. These lights may be controlled todim, flash, change colors, or otherwise alter along with the musicalbeats as described herein. Numerous other types of devices may beincluded in gaming machines that may be used according to the presentinvention.

FIG. 8 shows a logical and hardware block diagram 200 of gaming machine100 which includes a central processing unit (CPU) 205 along with randomaccess memory 206 and nonvolatile memory or storage device 207. All ofthese devices are connected on a system bus 208 with an audio controller209, a network controller 210, and a serial interface 211. A graphicsprocessor 215 is also connected on bus 208 and is connected to driveprimary video display device 104 and secondary video display device 107(both mounted on cabinet 101 as shown in FIG. 7). A second graphicsprocessor 216 is also connected on bus 208 in this example to drive theauxiliary display devices 108 and 109 also shown in FIG. 7. As shown inFIG. 8, gaming machine 100 also includes a touch screen controller 217connected to system bus 208. Touch screen controller 217 is alsoconnected via signal path 218 to receive signals from a touch screenelement associated with primary video display device 104. It will beappreciated that the touch screen element itself typically comprises athin film that is secured over the display surface of primary videodisplay device 104. The touch screen element itself is not illustratedor referenced separately in the figures.

Those familiar with data processing devices and systems will appreciatethat other basic electronic components will be included in gamingmachine 100 such as a power supply, cooling systems for the varioussystem components, audio amplifiers, and other devices that are commonin gaming machines. These additional devices are omitted from thedrawings so as not to obscure the present invention in unnecessarydetail.

All of the elements 205, 206, 207, 208, 209, 210, and 211 shown in FIG.8 are elements commonly associated with a personal computer. Theseelements are preferably mounted on a standard personal computer chassisand housed in a standard personal computer housing which is itselfmounted in cabinet 101 shown in FIG. 7. Alternatively, the variouselectronic components may be mounted on one or more circuit boardshoused within cabinet 101 without a separate enclosure such as thosefound in personal computers. Those familiar with data processing systemsand the various data processing elements shown in FIG. 8 will appreciatethat many variations on this illustrated structure may be used withinthe scope of the present invention. For example, since serialcommunications are commonly employed to communicate with a touch screencontroller such as touch screen controller 217, the touch screencontroller may not be connected on system bus 208, but instead include aserial communications line to serial interface 211, which may be a USBcontroller or a IEEE 1394 controller for example. It will also beappreciated that some of the devices shown in FIG. 8 as being connecteddirectly on system bus 208 may in fact communicate with the other systemcomponents through a suitable expansion bus. Audio controller 209, forexample, may be connected to the system via a PCI bus. System bus 208 isshown in FIG. 8 merely to indicate that the various components areconnected in some fashion for communication with CPU 205 and is notintended to limit the invention to any particular bus architecture.Numerous other variations in the gaming machine internal structure andsystem may be used without departing from the principles of the presentinvention.

It will also be appreciated that graphics processors are also commonly apart of modern computer systems. Although separate graphics processor215 is shown for controlling primary video display device 104, secondaryvideo display device 107, and graphics processor 216 is shown forcontrolling both auxiliary display devices 108 and 109, it will beappreciated that CPU 205 may control all of the display devices directlywithout any intermediate graphics processor. The invention is notlimited to any particular arrangement of processing devices forcontrolling the video display devices included with gaming machine 100.Also, a gaming machine implementing the present invention is not limitedto any particular number of video display device or other types ofdisplay devices.

In the illustrated gaming machine 100, CPU 205 executes software whichultimately controls the entire gaming machine including the receipt ofplayer inputs and the presentation of the graphic symbols displayedaccording to the invention through the display devices 104, 107, 108,and 109 associated with the gaming machine. As will be discussed furtherbelow, CPU 205 either alone or in combination with graphics processor215 may implement a presentation controller for performing functionsassociated with a primary game that may be available through the gamingmachine and may also implement a game client for directing one or moredisplay devices at the gaming machine to display and perform themultimedia presentation techniques of the present invention. CPU 205also executes software related to communications handled through networkcontroller 210, and software related to various peripheral devices suchas those connected to the system through audio controller 209, serialinterface 211, and touch screen controller 217. CPU 205 may also executesoftware to perform accounting functions associated with game play.Random access memory 206 provides memory for use by CPU 205 in executingits various software programs while the nonvolatile memory or storagedevice 207 may comprise a hard drive or other mass storage deviceproviding storage for programs not in use or for other data generated orused in the course of gaming machine operation. Network controller 210provides an interface to other components of a gaming system in whichgaming machine 100 is included. In particular, network controller 210provides an interface to a game controller which controls certainaspects of the wheel spin simulation round as described with respect toFIG. 2.

It should be noted that the invention is not limited to gaming machinesemploying the personal computer-type arrangement of processing devicesand interfaces shown in example gaming machine 100. Other gamingmachines through which the automated multimedia presentation techniquesherein are implemented may include one or more special purposeprocessing devices to perform the various processing steps forimplementing the present invention. Unlike general purpose processingdevices such as CPU 205, these special purpose processing devices maynot employ operational program code to direct the various processingsteps.

It should also be noted that the invention is not limited to gamingmachines including only video display devices for conveying results. Itis possible to implement the base game within the scope of the presentinvention using an electro mechanical arrangement or even a purelymechanical arrangement for displaying the symbols needed to complete thegame as described herein. However, the most preferred forms of theinvention utilize one or more video display devices for displaying thespinning reels, the animated symbols, and the other synchronizedmultimedia animations.

Still referring to the hardware and logical block diagram 200 showing anexample design for a gaming machine 100, the depicted machine inoperation is controlled generally by CPU 205 which stores operatingprograms and data in memory 207 with wagering game program code 204,user interface 220, network controller 210, audio/visual controllers,and reel assembly 213 (if a mechanical reel configuration). CPU or gameprocessor 205 may comprise a conventional microprocessor, such as anIntel® Pentium® microprocessor, mounted on a printed circuit board withsupporting ports, drivers, memory, software, and firmware to communicatewith and control gaming machine operations, such as through theexecution of coding stored in memory 207 including one or more wageringgames 204. Game processor 205 connects to user interface 220 such that aplayer may enter input information and game processor 205 may respondaccording to its programming, such as to apply a wager and initiateexecution of a game.

Game processor 205 also may connect through network controller 210 to agaming network, such as example casino server network system 400 shownin FIG. 10. Referring now to FIG. 10, the casino server system 400 maybe implemented over one or more site locations and include host server401, remote game play server 403 (which may be configured to providegame processor functionality including determining game outcomes andproviding audio/visual instructions to a remote gaming device), centraldeterminant server 405 (which may be configured to determine lottery,bingo, or other centrally determined game outcomes and provide theinformation to networked gaming machines 100 providing lottery andbingo-based wagering games to patrons), progressive server 407 (whichmay be configured to accumulate a progressive pool from a portion ofwagering proceeds or operator marketing funds and to award progressiveawards upon the occurrence of a progressive award winning event to oneor more networked gaming machines 100), player account server 409 (whichmay be configured to collect and store player information and/or awardsand to provide player information to gaming machines 100 after receivingplayer identification information such as from a player card), andaccounting server 411 (which may be configured to receive and store datafrom networked gaming machines 100 and to use the data to providereports and analyses to an operator). Through its network connection,gaming machine 100 may be monitored by an operator through one or moreservers such as to assure proper operation, and, data and informationmay be shared between gaming machine 100 and respective of the serversin the network such as to accumulate or provide player promotionalvalue, to provide server-based games, or to pay server-based awards.

Referring now to FIG. 9, a gaming system 300 according to anotherembodiment of the present invention is shown again in a network andsystem diagram format. System 300 includes a number of gaming machines,each comprising a gaming machine 100 in this example implementation. Forpurposes of describing system 300, each gaming machine 100 in FIG. 9 isshown as including a video display device 107 and a player interfacethat may include buttons, switches, or other physical controls and/ortouch screen controls as discussed above in connection with FIG. 9. Thisplayer interface is labeled 301 in FIG. 9. System 300 further includes agame server 302 and a respective game client 303 (abbreviated “GC” inFIG. 9) included with each respective gaming machine 100. In the form ofthe invention shown in FIG. 9 these two components, game server 302 andthe game client components 303 combine to implement a game controlarrangement which will be described in detail below. As depicted, groupsof gaming clients 303 may have an associated group display 312, which ispreferably connected over the network. Group display 312 may include atouch screen interface allowing the wheel spin game with playerinteraction as described herein to be provided through group display312. System 300 also includes an award controller 305, which is shown inFIG. 9 as being associated with game server 302 to indicate that the twocomponents may be implemented through a common data processingdevice/computer system. Gaming machines 100, game server 302, and awardcontroller 305 are connected in a network communication arrangementincluding first and second network switches 306 and 307, connectedtogether through various wired or wireless signal paths, all shown ascommunications links 308 in FIG. 9.

Each gaming machine 100, and particularly player interface 301associated with each gaming machine, allows a player to make any inputsthat may be required to make the respective gaming machine eligible forthe game, and make player touch inputs at the respective gaming machinein the course of the wheel spin game round. Player interface 301 alsoallows a player at the gaming machine to initiate plays in a primarygame available through the gaming machine in some implementations. Therespective video display device 107 associated with each respectivegaming machine 100 is used according to the invention to generate thegraphic displays to show the various elements of a wheel spin game roundat the respective gaming machine.

The game control arrangement made up of game server 302 and therespective game client 303 at a given gaming machine functions tocontrol the respective video display device 107 for that gaming machineto display the selectable objects. Award controller 305 is responsiblefor awarding prizes for a player's participation, and maintainingprogressive prize information where the game offers one or moreprogressive prizes. The network arrangement made up of network switches306 and 307, and the various communication links 308 shown in FIG. 9 isillustrated merely as an example of a suitable communicationsarrangement. It should be noted that the game control arrangement, or asit is referred to generally the “game controller,” may be implemented insome embodiments entirely on the gaming machine. This is especially truein jurisdictions that allow Class III gaming conducted with randomnumber generators at each gaming machine. The present invention is notlimited to any particular communications arrangement for facilitatingcommunications between game server 302 and various gaming machines 100.Any wired or wireless communication arrangement employing any suitablecommunications protocols (such as TCP/IP for example) may be used in anapparatus according to the invention.

FIG. 9 shows other server(s) 310 included in the network. Thisillustrated “other server(s)” element 310 may include one or more dataprocessing devices for performing various functions related to gamesconducted through system 300 and any other games that may be availableto players through gaming machines 100. For example, apparatus 300 maybe accounting servers providing support for cashless gaming or variousforms of mixed cash/cashless gaming through the various gaming machines100. In this example, an additional one of the other servers 310 will beincluded in apparatus 300 for supporting these types of wagering andpayout systems. As another example, the various gaming machines 100included in system 300 may allow players to participate in a game(primary game) other than the game described herein, and this other gamemay rely on a result identified at or in cooperation with a device thatis remote from the gaming machines. In this example, another server 310may be included in the system for identifying results for the primarygame and communicating those results to the various gaming machines 100as necessary. Generally, the other server(s) 310 shown in FIG. 9 areshown only to indicate that numerous other components may be includedalong with the elements that participate in providing persistent indiciafeatures according to the present invention. Other server(s) 310 mayprovide record keeping, player tracking, accounting, result identifyingservices, or any other services that may be useful or necessary in agaming system.

Referring to FIG. 10, a block diagram of another example networkedgaming system 400 associated with one or more gaming facilities isshown, including one or more networked gaming machines 100 in accordancewith one or more embodiments. While a few servers have been shownseparately, they may be combined or split into additional servers havingadditional capabilities.

As shown, networked gaming machines 100 (EGM1-EGM4) and one or moreoverhead displays 413 may be network connected and enable the content ofone or more displays of gaming machines 100 to be mirrored or replayedon an overhead display. For example, the primary display content may bestored by the display controller or game processor 205 and transmittedthrough network controller 210 to the overhead display controller eithersubstantially simultaneously or at a subsequent time according to eitherperiodic programming executed by game processor 205 or a triggeringevent, such as a jackpot or large win, at a respective gaming machine100. In the event that gaming machines 100 have cameras installed, therespective players' video images may be displayed on overhead display413 along with the content of the player's display 100 and anyassociated audio feed.

In one or more embodiments, game server 403 may provide server-basedgames and/or game services to network connected gaming devices, such asgaming machines 100 (which may be connected by network cable orwirelessly). Progressive server 407 may accumulate progressive awards byreceiving defined amounts (such as a percentage of the wagers fromeligible gaming devices or by receiving funding from marketing or casinofunds) and provide progressive awards to winning gaming devices upon aprogressive event, such as a progressive jackpot game outcome or othertriggering event such as a random or pseudo-random win determination ata networked gaming device or server (such as to provide a largepotential award to players playing the community feature game).Accounting server 411 may receive gaming data from each of the networkedgaming devices, perform audit functions, and provide data for analysisprograms, such as the IGT Mariposa program bundle.

Player account server 409 may maintain player account records, and storepersistent player data such as accumulated player points and/or playerpreferences (e.g. game personalizing selections or options). Forexample, the player tracking display may be programmed to display aplayer menu that may include a choice of personalized gaming selectionsthat may be applied to a gaming machine 100 being played by the player.

In one or more embodiments, the player menu may be programmed to displayafter a player inserts a player card into the card reader. When the cardreader is inserted, an identification may be read from the card andtransmitted to player account server 409. Player account server 409transmits player information through network controller 210 to userinterface 220 for display on the player tracking display. The playertracking display may provide a personalized welcome to the player, theplayer's current player points, and any additional personalized data. Ifthe player has not previously made a selection, then this informationmay or may not be displayed. Once the player makes a personalizingselection, the information may be transmitted to game processor 205 forstoring and use during the player's game play. Also, the player'sselection may be transmitted to player account server 409 where it maybe stored in association with the player's account for transmission tothe player in future gaming sessions. The player may change selectionsat any time using the player tracking display (which may be touchsensitive or have player-selectable buttons associated with the variousdisplay selections).

In one or more embodiments, a gaming website may be accessible byplayers, e.g. gaming website 421, whereon one or more games may bedisplayed as described herein and played by a player such as through theuse of personal computer 423 or handheld wireless device 425 (e.g.Blackberry® cell phone, Apple® iPhone®, personal data assistant (PDA),iPad®, etc.). To enter the website, a player may log in with a username(that may be associated with the player's account information stored onplayer account server 409 or be accessible by a casino operator toobtain player data and provide promotional offers), play various gameson the website, make various personalizing selections, and save theinformation, so that during a next gaming session at a casinoestablishment, the player's playing data and personalized informationmay be associated with the player's account and accessible at theplayer's selected gaming machine 100.

Any use of ordinal terms such as “first,” “second,” “third,” etc., torefer to an element does not by itself connote any priority, precedence,or order of one element over another, or the temporal order in whichacts of a method are performed. Rather, unless specifically statedotherwise, such ordinal terms are used merely as labels to distinguishone element having a certain name from another element having a samename (but for use of the ordinal term).

Further, as described herein, the various features have been provided inthe context of various described embodiments, but may be used in otherembodiments. The combinations of features described herein should not beinterpreted to be limiting, and the features herein may be used in anyworking combination or sub-combination according to the invention. Thisdescription should therefore be interpreted as providing writtensupport, under U.S. patent law and any relevant foreign patent laws, forany working combination or some sub-combination of the features herein.

The above described preferred embodiments are intended to illustrate theprinciples of the invention, but not to limit the scope of theinvention. Various other embodiments and modifications to thesepreferred embodiments may be made by those skilled in the art withoutdeparting from the scope of the present invention.

1. A gaming machine for providing a wagering game, the gaming machinecomprising: a gaming cabinet, one or more electronic displays associatedwith the gaming cabinet; at least one electronic controller installed inthe gaming cabinet and operable to control the electronic displays; andtangible, non-transitory electronically accessible memory coupled to theat least one electronic controller and containing program codeexecutable by the at least one electronic controller for: displaying asimulated wheel object (wheel) on one of the electronic displays, thewheel including multiple segments separated radially, and simulateddividers separating the segments; displaying a simulated flapper objectwith a first end outside of the wheel and a second end extending, in arest position, radially inside the wheel at least to the radial locationof the dividers, simulating spin movement of the wheel in twodirections; and simulating physical interaction of the simulated flapperobject and the dividers by (a) when the wheel is moving in a defaultwheel spin direction, displacing the simulated flapper object in thedefault wheel spin direction to allow a selected divider to pass, and(b) when the wheel is moving opposite to the default wheel spindirection, displacing the simulated flapper object opposite to thedefault wheel spin direction to allow the selected divider to pass. 2.The gaming machine of claim 1, in which the program code is furtherexecutable for: receiving a player touch input through a touchscreeninterface to move the wheel and activate a wheel spin; allowing theplayer touch input, while engaged, to move the wheel in a default wheelspin direction or to pull back the wheel opposite to the default wheelspin direction.
 3. The gaming machine of claim 2, in which the programcode is further executable for activating the wheel spin upondisengagement of the player touch input by removing the player touchinput or moving the touch input out of a designated area, and inresponse to the player pulling back the wheel before a touchdisengagement, to determine an initial velocity of the wheel spin basedon a rotational distance that the wheel is pulled back.
 4. The gamingmachine of claim 1, in which the program code is further executable for:when the wheel spin is activated, simulating a wheel spin in the defaultwheel spin direction and then simulating a spin deceleration and a wheelstop; while simulating the wheel spin, further simulating physicalinteraction of the simulated flapper object and the dividers includingan additional wheel deceleration when the simulated flapper object isdisplaced by one of the dividers; and if a simulated velocity of thewheel when beginning the simulated physical interaction is less than theadditional wheel deceleration, simulating a nudge of the wheel oppositethe default wheel spin direction.
 5. The gaming machine of claim 4, inwhich simulating the nudge of the wheel includes calculating a wheelmovement based on a flapper rotation variable, a nudge velocityvariable, and a nudge deceleration variable.
 6. The gaming machine ofclaim 5, further comprising program code operable to track states of thewheel including a pulling back state, then a spinning-up state in whichthe wheel is accelerating to begin the wheel spin, a spinning state, anda stopping state in which the nudge may be applied.
 7. The gamingmachine of claim 1, in which one of the electronic displays is a groupdisplay associated with the gaming machine and one or more additionalgaming machines in a group, and the gaming machine is operable toactivate the wheel spin.
 8. A method for providing player interaction ona gaming machine, the method comprising: under control of an electronicprocessor in a gaming machine, displaying a simulated wheel object(wheel) on an electronic display, the wheel including multiple segmentsseparated radially, and simulated dividers separating the segments;displaying a simulated flapper object, the simulated flapper objecthaving a first end outside of the wheel and a second end extending, in arest position, radially inside the wheel at least to the radial locationof the dividers; simulating spin movement of the wheel in twodirections; and simulating physical interaction of the simulated flapperobject and the dividers by, (a) when the wheel is moving in a defaultwheel spin direction, displacing the simulated flapper object in thedefault wheel spin direction to allow a selected divider to pass, and(b) when the wheel is moving opposite to the default wheel spindirection, displacing the simulated flapper object opposite to thedefault wheel spin direction to allow the selected divider to pass. 9.The method of claim 8, further comprising: receiving a player touchinput through a touchscreen interface of the electronic display to movethe wheel and activate a wheel spin; and allowing the player touchinput, while engaged, to move the wheel in a default wheel spindirection or to pull back the wheel opposite to the default wheel spindirection.
 10. The method of claim 9, further comprising activating thewheel spin upon disengagement of the player touch input by removing theplayer touch input or moving the player touch input out of a designatedarea, and in response to the player pulling back the wheel before atouch disengagement, to determine an initial velocity of the wheel spinbased on a rotational distance that the wheel is pulled back.
 11. Themethod of claim 8, further comprising: when the wheel spin is activated,simulating a wheel spin in the default wheel spin direction and thensimulating a spin deceleration and a wheel stop; while simulating thewheel spin, further simulating physical interaction of the simulatedflapper object and the dividers including an additional wheeldeceleration when the simulated flapper object is displaced by a passingdivider; and if a simulated velocity of the wheel when beginning thesimulated physical interaction is less than the additional wheeldeceleration, simulating a nudge of the wheel opposite the default wheelspin direction.
 12. The method of claim 11, in which simulating thenudge of the wheel includes calculating a wheel movement based on aflapper rotation variable, a nudge velocity variable, and a nudgedeceleration variable.
 13. The method of claim 8, further comprisingtracking states of the wheel including a pulling back state, aspinning-up state in which the wheel is accelerating to begin the wheelspin, a spinning state, and a stopping state in which the nudge may beapplied.
 14. The method of claim 8, in which the electronic display is agroup display associated with the gaming machine and one or moreadditional gaming machines in a group, and in the gaming machine isoperable to conduct the wheel spin and player touch interaction.
 15. Themethod of claim 8, in which displacing the simulated flapper objectopposite to the default wheel spin direction to allow a selected dividerto pass further comprises tracking a rotational angle of the simulatedflapper object, tracking a moving position of the selected divider, andcalculating a rotational displacement based on a characteristic of theselected divider.
 16. The method of claim 8, in which displacing thesimulated flapper object opposite to the default wheel spin direction toallow the divider to pass further comprises producing a simulated returnto a stationary position of the simulated flapper object following thedisplacement.
 17. A tangible, non-transitory electronically accessiblememory containing program code executable by at least one electroniccontroller for: under control of an electronic processor in a gamingmachine, displaying a simulated wheel object (wheel) on an electronicdisplay, the wheel including multiple segments separated radially, andsimulated dividers separating the segments; displaying a simulatedflapper object, the simulated flapper object having a first end outsideof the wheel and a second end extending, in a rest position, radiallyinside the wheel at least to the radial location of the dividers;simulating spin movement of the wheel in two directions; and simulatingphysical interaction of the simulated flapper object and the dividersby, (a) when the wheel is moving in a default wheel spin direction,displacing the simulated flapper object in the default wheel spindirection to allow a selected divider to pass, and (b) when the wheel ismoving opposite to the default wheel spin direction, displacing thesimulated flapper object opposite to the default wheel spin direction toallow the selected divider to pass.
 18. The tangible, non-transitoryelectronically accessible memory containing program code of claim 17, inwhich the program code is further executable for: receiving a playertouch input through a touchscreen interface of the electronic display tomove the wheel and activate a wheel spin; and allowing the player touchinput, while engaged, to move the wheel in a default wheel spindirection or to pull back the wheel opposite to the default wheel spindirection.
 19. The tangible, non-transitory electronically accessiblememory containing program code of claim 17, in which the program code isfurther executable for: activating a wheel spin in response todisengagement of the player touch input; when the wheel spin isactivated, simulating a wheel spin in the default wheel spin directionand then simulating a spin deceleration and a wheel stop; whilesimulating the wheel spin, further simulating physical interaction ofthe simulated flapper object and the simulated pin objects including anadditional wheel deceleration when the simulated flapper object isdisplaced by a passing simulated pin object; and if a simulated velocityof the wheel when beginning the simulated physical interaction is lessthan the additional wheel deceleration, simulating a nudge of the wheelopposite the default wheel spin direction.
 20. The tangible,non-transitory electronically accessible memory containing program codeof claim 17, further comprising program code operable to track states ofthe wheel including a pulling back state in which the wheel is movingopposite the default spin direction, then a spinning up state in whichthe wheel is accelerating to begin the wheel spin, a spinning state, anda stopping state.